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Activity logs
This page was last updated on 24 March 2021, 10:39PM
- Changelogs
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Version 4.0.0a
- Fixed a race condition that could cause AmmoRegistrationScript to fail to register with UpdateScript when starting a new game, which mostly breaks the mod
- If the above bug affected you, run this console command to fix it: cqf _GAC_AmmoRegQuest TryRegister
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Version 4.0.0
- Overhauled the mod compatibility system to make it much easier to add support for new mods (CompatibilityScript is dead, long live AmmoRegistrationScript)--this also makes it vastly easier for other mod authors to add compatibility for GLAF themselves
- Also overhauled the [Configure Current Weapon...] -> [Set Ammo Type...] menu to support arbitrary ammo types without having to fiddle with the holotapes and a bunch of annoying global variables etc
- Added (slightly clunky) support for Rechargeable Fusion Cores--if installed, a spent core will be returned any time a normal fusion core is converted into a Partially Depleted one
- Fixed Jack's Fallout Overhaul integration that I tried to add like two years ago, but made a small mistake in CompatibilityScript that meant it never worked--but nobody ever complained so I guess nobody was using it anyway *shrug*
- Miscellaneous minor bug fixes
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Version 3.1.2
- Updated compatibility for Fusion Cells are Batteries v1.4.2—if you're using that mod, update it, too
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Version 3.1.1
- Found out that my optimization to the Condense Ammo function was unfortunately not reliable—rewrote the function entirely so it is reliable again (sadly slower, but still many times faster than it was in 3.0.0)
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Version 3.1.0
- Dynamic mod attachment now works with any number of duplicate weapons in your inventory, and the old error messages have been removed—special thanks spacefiddle for help with this
- Using the ammo recycler item will now always reregister certain scripts for various events—if the mod spontaneously stops working, which happens sometimes, this will almost always fix it without having to save/reload, or fuss with the holotape
- Made the mod much more accurate and efficient about reregistering for animation events (which diminishes the usefulness of the previous tweak, but that's a good thing)
- Greatly optimized the Condense Ammo holotape function—usually now completes in a fraction of a second, down from several seconds
- Added a [Condense Ammo] Aid item
- Because the condenser function is now nearly instantaneous, the first time the mod finds a compatible weapon, it will now ask whether you want to put it into "Lite" mode, which disables most mod features other than the ammo condenser (by turning off weapon auto-setup); or, standard mode, with all features intact.
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Version 3.0.0
- Converted mod to a light plugin/ESPFE
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- Form IDs have changed, so you may lose some items added by this mod on existing saves:
- - Any weapons you have that GLAF has previously configured may lose all of their weapon mods after updating. Unfortunately, I don't just mean GLAF mods either: you may find that some of your weapons have lost literally every single mod, including barrels and receivers etc. This seems to be an engine bug. To prevent this, before updating, equip each weapon that you have been using GLAF with, and one by one, open the holotape and select [Configure Current Weapon...] -> [Clear All Special Mods]. Then, save and load the new update.
- - (Apologies about this one, by the way, but this is only a one-time thing.)
- - Any Partially Depleted Fusion Cores you have should survive the update
- - All other added items/mods/etc that you have, i.e. partial charges (the misc item), or any partial ammo types other than the standard Partially Depleted Fusion Core will probably disappear after updating.
- - You will probably also need a new holotape; these can be manually crafted at a chemistry station under Utility.
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- Partially Depleted Fusion Cores are no longer valid power armor fuel. This is to prevent the annoying bug where your power armor auto-refuels, and sucks the ammo out of your actively equipped weapon in the process, which I think was really annoying.
- Added support for the Weaponized Nuka Cola ammo type added by the Alien Assault Rifle mod.
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Version 2.3.1
- After accidentally converting my Gauss rifle to use fusion cores, fixed an issue where switching hotkeyed weapons with exactly the right timing might cause the wrong weapon to get mods applied to it
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Version 2.3.0
- Added reloading - use the [Recycle Current Ammo] aid item in your inventory to recycle your active ammo item
- Added a utility to condense all of your GLAF-compatible ammo down into fully charged units, mostly intended for use shortly after newly installing GLAF (e.g. 10 50% fusion cores -> 5 100% fusion cores)
- Updated mod compatibility
- Added some additional holotape options to facilitate the above changes
- When converting standard Fusion Cores to Partially Depleted Fusion Cores, their charge level is now taken into account, so non-full Fusion Cores will no longer have their health refreshed upon conversion
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Version 2.2.0
- Now compiled with Caprica instead of Bethesda's compiler - theoretically runs a little faster now
- Added compatibility for Cryolator Weapon Rework - Mav's Marvelous Mods
- Updated Fusion Cells are Batteries support to version 1.3/1.3.1
- Debug logging now goes to the "GatlingLaserAmmoFix.0.log" user log, instead of dumping into the main "Papyrus.0.log" Papyrus log
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Version 2.1.0
- Added compatibility for Jack's Fallout Overhaul
- Added compatibility for Fusion Cores are Batteries + LOADS patch
- Switching out compatible mods mid-playthrough won't confuse GLAF scripts as much anymore (e.g. going from FCaB Lite to Main should work without any issues)
- Added a toggle for the messages that show up when normal ammo gets converted to partially depleted ammo - this is now off by default
- Some internal tweaks not worth mentioning here to make things a bit cleaner
- Added an option to manually reset GLAF's scripts in the holotape
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Version 2.0.1
- Fixed capacity, no spin mods applying to everything because of a missing check
- Fixed the unlimited ammo mod getting stuck on a weapon in case the never ending legendary mod is removed
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Version 2.0.0
- ESPFEified Nuclear Physicist Fix plugin file
- Fixed a bug with Nuclear Physicist fix where rank 1 reduced Fusion Core drain rate more than ranks 2 and 3
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Version 2.0
- Added support for Fusion Cells are Batteries (no LOADS patch support yet, though)
- Added support for AWKCR - weapons with properly configured AWKCR tags will use them to determine which mods to automatically apply now
- Overhauled the holotape; supported ammo types can now be manually applied in case automatic application fails, and the other two mods (capacity fix, no spinup) are easier to set up on a per-weapon basis
- To facilitate the above changes, all scripts have received massive rewrites; total line count is up to >1000, from 200 or something
- Added a system to easily register arbitrary ammo types, which massively facilitates adding support for new ammo types
- Switched the old, kinda stupid system involving enchantment effects over to keywords instead
- Removed the one unnecessary legendary OMOD override that was in 1.1 and 1.1.1 - back to 0 total base asset overrides (yay)
- In addition to getting it the usual way, the Gatling Laser Ammo Fix Config holotape can now be crafted at the chemistry table, under Utility
- Configs work a little differently now, in that the capacity and no-spinup mods won't automatically apply anymore unless there's an ammo fix mod attached. This is made up for by the new manual configuration interface.
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Version 1.1.1
- Polished up the holotape a bit
- Increased the priority of all special mods from 0 to 90
- Fixed the default configuration to have the capacity fix enabled, as intended; also automatically enables this setting on old saves that had this disabled (you can turn it back off manually if you want to)
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Version 1.1
- Added special handling for the "Never Ending" legendary effect, so when applied to fusion core weapons it truly does provide unlimited ammo without a load of bugs, like (I think) the developers intended
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Version 1.0
- Initial release
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- Author's activity
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June 2021
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23 Jun 2021, 9:58AM | Action by: IDontEvenKnow
Attribute change
File 'Alien Assault Rifle patch' changed to 'Alien Assault Rifle patch (AWKCR)'.
File 'Alien Assault Rifle patch (AWKCR)' description changed.
March 2021
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24 Mar 2021, 10:39PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 4.0.0a
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24 Mar 2021, 10:33PM | Action by: IDontEvenKnow
File added
Gatling Laser Ammo Fix [version 4.0.0a]
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22 Mar 2021, 4:55PM | Action by: IDontEvenKnow
File added
Gatling Laser Ammo Fix [version 4.0.0]
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14 Mar 2021, 12:00PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 4.0.0
July 2020
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17 Jul 2020, 8:42PM | Action by: IDontEvenKnow
File added
Gatling Laser Ammo Fix [version 3.1.2]
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08 Jul 2020, 2:33AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 3.1.2
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07 Jul 2020, 9:27AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 3.1.2
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03 Jul 2020, 9:08AM | Action by: IDontEvenKnow
Permission change
Author changed their permission instructions.
June 2020
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16 Jun 2020, 4:24AM | Action by: IDontEvenKnow
File added
Gatling Laser Ammo Fix [version 3.1.1]
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16 Jun 2020, 4:20AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 3.1.1
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10 Jun 2020, 5:56AM | Action by: IDontEvenKnow
Attribute change
Description changed.
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10 Jun 2020, 4:41AM | Action by: IDontEvenKnow
File added
Gatling Laser Ammo Fix [version 3.1.0]
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09 Jun 2020, 10:49PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 3.1.0
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09 Jun 2020, 9:11PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 3.1.0
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04 Jun 2020, 11:09PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 3.1.0
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01 Jun 2020, 3:02AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 3.1.0
May 2020
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01 May 2020, 1:35AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0
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01 May 2020, 1:32AM | Action by: IDontEvenKnow
File added
Nuclear Physicist Fix [version 2.0.0]
August 2019
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02 Aug 2019, 11:29AM | Action by: IDontEvenKnow
File added
Alien Assault Rifle patch [version 3.0.0]
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- Mod page activity
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May 2025
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06 May 2025, 6:02PM | Action by: InnocuousShark4
Endorsed
'Gatling Laser Ammo Fix'
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06 May 2025, 10:55AM | Action by: OmniTrapFQ
Endorsed
'Gatling Laser Ammo Fix'
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03 May 2025, 8:15PM | Action by: sylwestreczek
Tracked
'Gatling Laser Ammo Fix'
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02 May 2025, 1:28AM | Action by: DayBreech
Endorsed
'Gatling Laser Ammo Fix'
April 2025
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28 Apr 2025, 12:27PM | Action by: Laedanne
Endorsed
'Gatling Laser Ammo Fix'
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27 Apr 2025, 8:16PM | Action by: uzzaro
Endorsed
'Gatling Laser Ammo Fix'
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26 Apr 2025, 6:47AM | Action by: Ciaran1942
Endorsed
'Gatling Laser Ammo Fix'
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23 Apr 2025, 7:14PM | Action by: nilezfo
Endorsed
'Gatling Laser Ammo Fix'
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23 Apr 2025, 3:23PM | Action by: Xiayan258
Endorsed
'Gatling Laser Ammo Fix'
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22 Apr 2025, 7:15PM | Action by: nhavasis
Tracked
'Gatling Laser Ammo Fix'
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22 Apr 2025, 2:07AM | Action by: RookieLazer
Endorsed
'Gatling Laser Ammo Fix'
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21 Apr 2025, 5:54PM | Action by: GamingLover77
Endorsed
'Gatling Laser Ammo Fix'
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19 Apr 2025, 11:23PM | Action by: TrendiRain
Endorsed
'Gatling Laser Ammo Fix'
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19 Apr 2025, 7:06PM | Action by: Dauar
Endorsed
'Gatling Laser Ammo Fix'
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17 Apr 2025, 4:03PM | Action by: Jorcobus
Endorsed
'Gatling Laser Ammo Fix'
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16 Apr 2025, 1:51PM | Action by: PixelHeadMods
Endorsed
'Gatling Laser Ammo Fix'
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16 Apr 2025, 1:51PM | Action by: PixelHeadMods
Tracked
'Gatling Laser Ammo Fix'
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14 Apr 2025, 7:25PM | Action by: PixelHeadMods
Untracked
'Gatling Laser Ammo Fix'
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12 Apr 2025, 10:42PM | Action by: Ratkapa96
Tracked
'Gatling Laser Ammo Fix'
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11 Apr 2025, 7:41AM | Action by: TrendiRain
Tracked
'Gatling Laser Ammo Fix'
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